The game type editor's kills to win (Slayer and Team Slayer) went up to
50, which a game of many players reaches in moments: it now also offers 75,
100, 150, 200, 250 and 500. The spinner's items are its string list's
(ui.map's 5, 10, 15, 25, 50) and then strings of the port's own, each with
its description; the options list's descriptions count only a spinner's
items of the tag's own, so those of the rows after it are where they were.
A spinner with extra items is a little wider, for three digits.
Import only independently reviewed production changes. Preserve canonical physics and virtual-keyboard repairs; keep B3 and all unresolved holds out.
Record exactly four approved canary debits (6987 meaningful bytes), six Halo admissions and two revocations. Keep vendor ioinit/storage work separate. Full build, 8252-row sweep, 1318 tests, park/admission/fake audits and 621-object binding pass within approved debit bounds.
Do not publish donor research dumps or private assets. README and unrelated user research remain untouched. See frontier_publication_reconciliation_20260927.md for complete evidence limits and accounting.
Independently gate storage + K, OQ-4 P-a/P-b1, four static-local packets and comment-only disclosures. Preserve all 7641 exact owner rows, 71 valid parks and 1161 passing tests; code/data credit unchanged. G and game_engine admission remain held because current canonical loses populate_statistic_buffer. Existing collision static-local repair is not duplicated. No donor tree, held candidate, scorer or private asset imported.
Native builds only (#ifdef HALO_LINUX); the matching MSVC build keeps the
original text and stays byte-identical.
- ui_widget_game_data_input_functions.c: the local machine limit follows
HALO_PORT_MAXIMUM_NETWORK_MACHINES and the struct network_game copy holds
HALO_PORT_MAXIMUM_NETWORK_PLAYERS players; its layout is checked against
halo_port_limits.h. The pregame screen keeps its three remote machine
panels and shows the first three remote machines instead of asserting
(sizing its arrays by the machine limit read uninitialized widget
pointers). netgame_prejoin_players scans every player slot, and the
player count texts have room for three digits. network_machine_is_valid
widens the char index before comparing it with 128.
- ui_widget_event_handler_functions.c: the join/unjoin, team swap and
countdown handlers use the port's players offset and player count
instead of 0x226/0x242/0x243 and 16.
- hud.c: hud_draw_players sizes its teammate buffer by the port's player
limit and bounds the fill (more than 16 teammates overflowed the stack).
- motion_sensor.c: multiplayer tests the (horizontal) range before a unit
takes a blip slot, so distant units no longer crowd nearby ones out of
the 16 slots.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Integrate six accepted exact functions, two whole-object admissions, evidence-backed zero-credit source corrections, owner-header cleanup, and curated campaign records. Preserve zero regressions and exclude generated scratch archives from canonical history.
Wave w1 landing, adversarially verified. park reopens: _network_pregame_status_screen_update; zero-credit fuzzy: _player_profile_update_cache_for_nwide_list, _splitscreen_pregame_status_screen_update. Full build of the combined batch: 54 strict gains / 29,440 padded, 0 regressions, parks 355/0/0. Note: the two zero-credit fuzzy bodies are credited by objdiff-shape in the semantic report but are NOT strict exact; they are excluded from the lane's strict accounting. 1 park(s) removed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>